TREASON89'S PROFILE

Magister in Chemistry boy who just likes RPG, programming and making his ideas to become real!
Three Treason Theories
3xT explores RPG theories about battles being a short recipe of puzzles, challenge and a pinch of humor.

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How to make HD sprites?

Yes, it may be possible to do so... the question is? Does that HD sprite fits in your program specifications? For example, you can do a perfect HD 800x600 sprite for Alex but that good-looking guy would not run in RM2k3 as a sprite using the default system (probably would not even fit the screen).

Yuri and Yaoi in one game? A question

author=unity
Real-world stories of gay individuals are powerful and great, but not everyone wants to deal with the phobia, angst, and prejudice of real world views all the time, especially when we sit down to play games. Some of us want to sit back and play a game that doesn't remind us that the real world has a lot of views on sexuality that are messed up.


Excuse me Unity, I made my point wrong. I wasn't trying to say that a game has to be realistic so that you have to put the Church, manifestants and everything that happens in real life. But if you put a game where everybody is LGBT, and everybody is pleased about it, then I consider it would be a downfall of the story. Why? The matter with LGBT is acceptance, right? So a world depicted where everybody accepts it, does it and etc may give the following message to the player: you have to accept it. Do you want to give such message with your game? Then go ahead! If you do it skillfuly people will love it, I'm sure of that.

Besides, unless you want to do a reverse world where gay is the rule and hetero is not common (or not accepted or so) that kind of world makes sense. Off course a fantasy LGBT world can be done as world filled with dragons, magic or Hi-tech evil empires. But then you'll get a game about being LGBT, not about romance (It's not the same a game in a mountain that a game about the mountain). And dragons, magic and Hi-Tech intergalactic stuff does not exist, LGBT do exist, so it can't be treated as commmon fantasy stuff.

Just my opinion here. I don't want this to become a polemics, but to comment and see which fine work will come from your hands. Looking for that romantic game you are developing.

Yuri and Yaoi in one game? A question

Do as you wish. I may also add to all the previous comments that if you do a LGBT character in a COMMON world it would be better, more credible and far more powerful in storytelling. A gay couple in a world of gay friends where the only things they do are gay things etc, is an unexistent world that doesn't connect, and this is the flaw of so many LGBT themed movies, series and so on.

If you want to make a love story (or two love stories, yuri/yaoi mixing would be nice, no problem about it) then settle it in a real world or you may get a story about: you gay, me gay, both love... Or, something like "OMG I'm lesbian" (in which case it would become a pshycologic game and not a love story?)

[Request][Character Bust]Horror Game Character Bust Needed Please

Sinkay101, what dimensions do you want for your bust?

Two VERY Small requests for spriter

Hi! Are you still in need of those sprites? Which dimensions do they have and for wich plataform do you intend them to be?

Fragile Hearts 2: Shattered Dreams

Missing files make this game unplayable. Even if I start Fragile Hearts or Fragile Hearts SD... I have the RTP but some custom files seem to be missing.

How do you make random encounters feel welcome?

I think it has something to do with the other tread "Enemy encounters that make sense"... Probably if you just mix some them (that may be are not supposed to) it may lead to strange combinations. It would take out the possibilities of strategy (as some enemy parties may have strategies against the player) or it would produce unbalanced fights. Think about caves where there are weak and strong enemies, and legendary, rare, strong enemies. If the odds are even, and a enemy party is just random, then you can end with 3-4 strong enemies, probably far beyond the player abilities.

It may also have something to do with how the enemy parties started in first instance. Fights where one-on-one first... then parties appeared (for allies and enemies) but only with two (or three) enemies, very specific to the place you where fighting. Probability of groups would be from 4 to 9 (depending on enemy variability and group size) so may be a random generator wasn't a need then (may be the systems wouldn't even have the capacity to have such). Nowadays, with a lot of enemies and needs of the players things may be different, but the standard got stuck.

Consistent Magic Systems

There is usually more about elemental relationships than just weak/strong. For example:
Elements that nullify other elements
Elements strong against two or more elements
Wildcard (?) elements: strong against everything but no resistance

Just illustrating it a bit more, usually in water>fire>earth>wind systems the system is just like that, water strong against fire and weak against wind, fire strong against earth and weak against water, and so on.

But what if wind is weak against fire (as wind feeds fire) and earth is invulnerable. On the other hand earth would be weak against wind and water (by erosion), so its two weaknesses for a invulnerability.

You can also have modulation of the strenght, (like it can be a x2 strong, or a x4 or x10 strong).

Such possibilities would be pretty limited if only three elements are in play. However, I've to point that RyaReisender just hit something: unless developer is a real mad person, three element systems will tend to be fair and balanced. Sadly they may be boring so, how would you balance a system with more than three elements, for it to be as fair as possible? (Which is, in fact, the topic! But now a reference of balance appeared).

How do you make random encounters feel welcome?

Random encounter are just that...

If you are grazing then you'll love being in them, as you are not being "interrupted", but if you are exploring, then they ARE an interruption. The thing is that they don't interrupt the game. They interrupt what the player (you, me, whoever) is doing in the game.

But for realistic purposes, as may be discussed before in other topics, as "Enemy encounters that make sense" or so... I would solve it having areas where enemies are meant to appear randomly. That may have sense in my game, but may not have any sense in others. Encounters make sense in Pokemon (even when I agree that developers should use encounter and other statistics more wisely), but are highly annoying in some other games with big maps and exploration missions (like Tales of the Abyss). So at the end, I think this also depends, and should be integrated in game mechanics and not just be a default characteristic.